iphone游戏开发之cocos2d (七) 自定义精灵类,实现精灵动画CCAnimation

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转自holydancer的CSDN专栏,专栏地址:http://blog.csdn.net/holydancer


精灵是游戏的主角,我们在游戏中经常看到各种炫丽的精灵动画效果,之前我们提到精灵是由图片生成的,如果我们想要实现精灵的动画效果,比如捕鱼达人中摇尾游戏动的小鱼,就需要我们用很多张图片来生成一个个纹理,然后使纹理生成一个个的帧,再将这一个个的帧生成一个动画,额,说得有点乱,看代码会比较明白;

首先自定义一个精灵类fishSprite

fishSprite.h

#import <Foundation/Foundation.h>
#import "cocos2d.h"

@interface fishSprite : CCSprite {
    
}
+(id)fish;
@end

fishSprite.m

@implementation fishSprite
+(id)fish
{
    return [[self alloc]initWithImage];
}

-(id)initWithImage
{
    if ((self=[super initWithFile:@"fish1.png"])) {
        NSMutableArray* frames = [NSMutableArray arrayWithCapacity:18];
        //生成一个18的Array;
        
        for (int i = 1; i < 19; i++)
        {
            NSString *pngFile = [NSString stringWithFormat:@"fish%d.png",i];
            
            //利用已知图片名生成纹理;
            CCTexture2D *texture = [[CCTextureCache sharedTextureCache]addImage:pngFile];
            
            //利用纹理生成组成动画的帧;
            CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:texture rect:CGRectMake(0, 0, texture.contentSize.width, texture.contentSize.height)];
            
            //将生成的帧添加到数组中,共18个,之后我们要用这18个frame来构成动画;
            [frames addObject:frame];
            
        }
        
        //利用帧数组生成一个动画,设定帧与帧之间的切换频率为0.05;
        CCAnimation *animation =[CCAnimation animationWithSpriteFrames:frames delay:0.05];
        
        //用CCAnimate将生成的CCAnimation转成可以用精灵操作的动作action:
        CCAnimate *animate = [CCAnimate actionWithAnimation:animation];
        
        //设置为repeat
        CCRepeatForever *repeat = [CCRepeatForever actionWithAction:animate];
        
        //执行
        
       
        
        
       
        [self runAction:repeat];
        //这样,如果该精灵一被实例化成功,就会动起来;

    }
    return self;
}
@end

修改模板自动生成的IntroLayer

IntroLayer.h

#import "cocos2d.h"
#import "fishSprite.h"

// HelloWorldLayer
@interface IntroLayer : CCLayer
{
}

// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;

@end

IntroLayer.m

#import "IntroLayer.h"



#pragma mark - IntroLayer

// HelloWorldLayer implementation
@implementation IntroLayer

// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
	// 'scene' is an autorelease object.
	CCScene *scene = [CCScene node];
	
	// 'layer' is an autorelease object.
	IntroLayer *layer = [IntroLayer node];
	
	// add layer as a child to scene
	[scene addChild: layer];
	
	// return the scene
	return scene;
}

// 
-(void) onEnter//在载入该节点时被调用,有可能被调有多次;
{
	[super onEnter];

	// ask director for the window size
	CGSize size = [[CCDirector sharedDirector] winSize];

	CCSprite *background;
	
	
		background = [CCSprite spriteWithFile:@"bg.jpg"];
		
		background.position = ccp(size.width/2, size.height/2);

	// add the label as a child to this Layer
	[self addChild: background];
	
    //在层上添加精灵;
    fishSprite *fish = [fishSprite fish];
    fish.position = ccp(160,120);
    [self addChild:fish];


	
}


@end

至于自动生成的helloWorld类直接删掉,这里不用它;另外,我们在工程里还需要添加组成帧动画的一个一个图片,如图所示;

iphone游戏开发之cocos2d (七) 自定义精灵类,实现精灵动画CCAnimation_第1张图片

这样运行后就可以看到一个不停运动的精灵,该精灵被创建后就是一个不断运动的效果,只需要指定位置,就会在指定的位置显示(图片不显示动画,懒得做gif了,亲们理解下啊),最后大家自己看下代码自己实现下,很简单的;

iphone游戏开发之cocos2d (七) 自定义精灵类,实现精灵动画CCAnimation_第2张图片

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